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(1 edit) (+1)

Oh boy, where to begin!

Maybe I'll start from the visuals, which probably have to be the best part of this game! I really love the fact that the backgrounds and object are created from simple shapes, without many details, and in a brown-orange color palette. That gives this game industrialized look, especially with all the gears, levers, and other machinery. It fits the theme perfectly, and combined with all the post-processing effects and the smooth animations, it makes the game feel very polished, and finished!

Another good part about this game, are the sound effects and the music. The sound effects are fine, but the real kicker, is the music! It's good overall, fits the silliness of the game perfectly, has a hint of industrialization in it, and considering it was made for this game, I am amazed!

As to gameplay, well... It is a mixed bag for me. I did enjoy figuring out the solution to these levels, which sometimes require precise shots, that need specific angle, power, and even torque, to complete them, which make the game challenging, but fun to play! I also like the humor in this game: engineers grabbing other engineers (or what's left of them), exploding in the most ridiculous of situations, funny dialogues, and even funnier ragdoll physics!

However, there are few noticeable issues, that make it hard to play this game. These issues being: unpredictability of ragdoll's flight course, engineers exploding conditions being a complete wack, and poor optimization. Because of those reasons, some of the levels have been frustrating to play, and when there were too many giblets, my frame rate could go down to even 10 fps!

But besides those issues, this is a really great game! It does show a good production value, and overall, you've done a good job with this!

(1 edit) (+1)

A very big thanks for the detailed feedback and of course, playing!

I'm surprised and delighted to hear the some people are actually complimenting the music. I would very much regard myself as a total rookie in that department so glad I managed to scrape up something that even resembles music and isn't just straight up annoying.

Compared to audio stuff, visuals comes naturally for me. But isn't all art just basic shapes though? :D No matter how detailed and photo realistic pen drawing there is, it's just a bunch of lines. Seriously though, I do all my "art" stuff in Illustrator so basic shapes is the way to go. Especially like in this game case when I only worked on a laptop touchpad.

Quite often I even try to get as far as possible with just using the default circle/square sprites of Unity. For example, this little dude has only two extra sprites, the cloud he is standing on and the mouth (which is also just a segment of a circle and hence wouldn't even need an own image if just masking a circle with a square).


But yeah, I have been toying around of maybe trying a more hand drawn style in some jam game. Might be fun, I haven't really drawn anything except for some super sketchy doodles to pass the time sometimes in like 15 years.

Yeah, the engineers weren't really supposed to be that prone to dying. They actually were immortal unless hitting their head for quite a long time. Then I added the system of the being able to get crushed by the doors and that system leaked "a bit" to fire up in the minor overlap in the normal collisions too. But at that point I had already played the game so much that the additional difficulty spike was maybe not unnoticeable, but a welcome change. And it is most likely the reason behind launch deaths when either using too much force or there are body bits raining down. As a hindsight it would have been super easy to add a threshold of some small amount of time the overlap would need to happen before the death was triggered. I will most likely do a quick post jam version where I'll fix all these annoying issues at last.

And then to the performance bit. What sort of computer did you play on? The garbage collection kicks in at 10 dead bodies or 15 overall engineers, live or dead (expect exploded first before collection if still alive). I coded the game on a not that new macbook and it was maybe something closer to 50 engineers when the framerate started to dip (below 60 that is). And that is what I based those picked garbage collection values on. Well, now that I think about it, that was quite a lot before I added up quite a lot of more details like the animated tree leaves and so on. Dunno how much they actually affect the performance really though. But yeah, after adding the limits, I didn't encounter any poor performance even when playing inside Unity where it usually is a lot slower than the actual builds.

Again, big thanks for the feedback!